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Posts
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Everything posted by Olivir2019
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I had tried Vortex for SSE several times during the development and always reached an impasse. But with 1.0 version, I have tried once again - and my setup (including DLLs overwriting each other and things like this) is now working without problems. I understand, why some power-users do not like Vortex and prefer MO 2. But that does not mean Vortex is (now) dealing with SSE badly. This is my personal experience and YMMV, but I don't have any reason to leave Vortex for something else. (And I have been using MO, Wrye Bash Installer and was happy with them)
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Do not put mods/downloads into your Vortex install directory!
Olivir2019 replied to Tannin42's topic in Vortex Support
You have to manually change up to three paths (and I am pretty sure these are in advanced settings, which you are supposed to activate only if you know what are you doing anyway). -
Limited Vortex alpha release today, full release soon
Olivir2019 replied to Dark0ne's topic in Site Updates
In response to post #57675401. Well, you need the downloaded archive, if you want to reinstall a mod with different install options. The mod folder contains unpacked mod, but only the options you have chosen during install, nothing more. BTW: I have the download folder on regular HDD, while the mod folder and Fallout 4 are on SSD. -
In response to post #57819431. Just download new version and install over. Your setting will stay (as you don't uninstall first!) From 0.13.3 the auto update is enabled.
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In response to post #57766476. VFS is not in Vortex, hardlinks are. So the data folder is intact still, just another method.
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In response to post #57727526. Press the three dot button next to your profile in upper right corner...
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I am so proud to be a premium member of such an important, usefull and fun to browse website for my personal best games of my life. Thank you all and looking forward to be with you for another year:-)
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I'll bet at least one of those updates was in response to the CC going up for SE. If so, that shows they're watching closely and reacting quickly to game updates. Very encouraging. The 2.0.4 alpha is for the SSE beta only, ergo yes, they are watching...
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Every time Bethesda tries something connected to mods, Apocalypse is being fortold. I personally will not believe that free modding will be taken out of future Bethesda games, like in 20 years (meaning max 3 games). Those two systems (free and CC) can easily coexist and also, CC will alway¨s be limited in content (due to the nature of development and compatibility checking and security) as opposed to free-modding, which means that should there be CC only, the game would NEVER live for such long time (starting with Morrowind, and actually Daggerfall too). In my opinion, free modding for Bethesda will always be a feature to be considered and supported.
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This Survival mod is not a mod. It's more of a DLC. It should be easy to remove if you want to. no , It shouldn't you should always have a choice whether or not to actually play the DLC but I can't think of any DLC in any game , where you can just remove it mid game , without any problems in fact , I can't think of any DLC that ever discussed removal , since why would you want to remove content you bought for your game? so yeah , you should be able to toggle it on or off , but you shouldn't really be able to remove it from your game One thing is, that according to the ingame text, Survival Mode can be enabled/disabled at will in settings. However, removing the DLC itself. EDIT: Also, in contrast to F4, Survival mode does not disable saving or console:-)
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Besides, Skyrim has never supported removing mods without starting a new game. There were tools that helped to remedy the situation, but that is not how Skyrim was meant to be played...
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So, When Creation Club Gets Around to Skyrim...
Olivir2019 replied to LeddBate's topic in Skyrim's Skyrim SE
Well, you have to see more sources then: "Creation Club will be officially launching for Skyrim SE soon. A beta is currently ongoing if you wish to try it out early. For the duration of beta, the only creation available is Survival mode, which is detailed further in this article. Survival is freely available for the duration of the beta. Once Creation Club has officially launched, it will remain free to purchase on all platforms for one week. This is a sale, not a limited trial." Source: https://bethesda.net/community/topic/101900/creation-club-steam-beta-survival-mode- 60 replies
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- creation club
- bethesda
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(and 2 more)
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In response to post #50637042. #50637457, #50641767, #50642032, #50642107, #50661332, #50663927, #50670942, #50684132, #50687542, #50687672, #50688552, #50689297, #50694787 are all replies on the same post. If BSG games were realeased on GOG and not on Steam, I would use it. I don't care about being it GOG or Steam, I care about the game I want to play.
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In response to post #50666337. #50668842, #50669047, #50674842 are all replies on the same post. Brilliantly off-road post...
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In response to post #50467712. #50518937 is also a reply to the same post. What I think DAOWAce means is, that the downloaded mods (archives) are on the RAID and when installing them, they are installed right into Data game folder on another (not RAIDed...ehm) disk. So virtualization from RAID would really hurt the performance. However, I would say that setting up the virtualization folder (which contains just the installed mods, not all the downloads) to the same disk as the game, but outside the game folder, would do the job - so now I am stumped:-(
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In response to post #50017357. #50023137, #50023837, #50026827, #50032642, #50058787, #50174632 are all replies on the same post. @Pabulum: Based on this thread: 1) xEdit will not be incorporated, unless someone will make a plugin for it in the future 2) Loot - it's included API will do the sorting just like MO; however, you could just run the LOOT from its standalone installation
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In response to post #50135442. #50140607, #50170477, #50170702 are all replies on the same post. My opinion: Anything that must be installed in root directory should be placed there manually and not using any mod manager, let alone a mod manager with virtualisation. SKSE virtualized? No, thank you. Also, anything like that would make Vortex another candidate for bashing by mod authors, just like MO. A mainstream mod manager strongly unsupported by number of mod authors (and especially the utility authors)...